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Post by Weasel on Oct 22, 2017 13:23:56 GMT -5
Psychic AI. There is nothing more stupid than instantly failing a mission because a person who isn't supposed to be able to see or hear you pulls the alarm from 500 meters away.
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Post by caoslayer on Oct 22, 2017 14:31:33 GMT -5
-Boss battles where you immediately lose in a cutscene afterwards, but get a game over if you lose during the battle. The other side is also very infuriating, that is when you win efortless and in the incurring cutscene you see your character beaten and panting and having to retreat. Another typical thing in the rpgs is the no sense of urgency. By example, monster hunter series. On the end of the storyline there always a big huge monster coming to town to destroy it, but don't worry, you have time to spend the next 50 hours doing quests in the online hub, the monster is not going anywhere.
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Post by manicminer on Oct 22, 2017 16:50:49 GMT -5
There's a term for this that was coined "ludonarrative dissonance"; to describe the disparity between a games narrative and the actual game play aspect.
One of the common tropes I find most annoying is during escort missions where whoever is being escorted either lacks complete awareness as they shuffle along a predetermined path or dallies behind you so far as to want to seem to die..
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Post by GamerL on Oct 22, 2017 17:42:25 GMT -5
When an environment that's supposed to be a real place where people work and live is structured in a very "game level" way that makes no sense in context of the story.
Bioshock Infinite is a perfect example of this, there's so many floating islands that are oddly linear or only have a few buildings or are just generally designed in a way that make no sense if you remember this is supposed to be a real city, the first Bioshock was somewhat like that too, though not as bad.
But for an example of a game that does this perfectly there's Prey 2017, the Talos 1 stations feels like a real place and everything in it is designed in a way that makes functional sense.
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Post by Woody Alien on Oct 22, 2017 18:21:44 GMT -5
And a specific example from SMT: Digital Devil Saga 1: Your characters are trained soldiers capable of turning into powerful demons. Yet there's a point in the game where you have to take a lengthy detour to get some treasure, because your way is blocked by... a small garden table and a couple of chairs. Good post, but I believe this one is a joke similar to the big pen blockade in earthbound? It's even worse when the road/door is blocked not by an object but a person. Especially in JRPGs when you finish the main game and have become able to slaughter gods with your bare hands, but if you go back to the early areas you still have no way to get past that one humble guard. Breath of Death VIII, while a funny RPG parody, tried to make fun of this trope but without much success. Another thing I've always found hilarious is merchants that can be found in the most impervious and dangerous areas just to sell stuff that isn't even worth that much. And usually there's no way to steal because they'll always kick your ass. Like, if they're so strong, and can't be fazed by anything, instead of doing a job that barely pays, why don't they become heroes themselves? Or, better yet, the new bad guys? I take this trope seriously only if they're demons or other clearly inhuman/supernatural entities.
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Post by toei on Oct 22, 2017 19:30:24 GMT -5
Dragon Quest is one of the old-school RPG series to have merchants in all the dungeons, but it came off as deliberate and whimsical. Personally I don't have the capacity for immersion I had as a kid, so I can put up with a lot of nonsense in videogames because it doesn't matter anyway. Unlike movies, where a single scene I don't find believable within the movie's context can take me right out of it. I will say it's worse when a takes itself intensely seriously and its storyline is sub-comic book / Da Vinci Code pap (Assassin's Creed, Watch Dogs).
Actually, one that bothers me a lot in modern games are the transparent attempts at morally justifying wholesale murder. Like, most videogame protagonists are raging psychopaths if you think about it, so you're probably better off not dwelling on that aspect too much, unless you're really going to be thorough with it.
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Post by surnshurn on Oct 22, 2017 19:39:27 GMT -5
impassable knee-high barriers, especially when the character possesses superhuman agility
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Murphy
Junior Member
Posts: 75
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Post by Murphy on Oct 22, 2017 22:16:35 GMT -5
(Edit: Seeing this image again, the doorknob at that condition wouldn't work in either side anyway, so this actually might not be a blatant absurdity as it seems.)
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Post by Exhuminator on Oct 22, 2017 22:36:15 GMT -5
For me it's achievement, trophy, or online notifications of any sort. Achievement and trophies just served to remind me yes, I'm playing a video game. I've always kept those disabled because of that. I do not play games online often, but seeing messages like "Your buddy X just logged on." do nothing but remind me that yes, I'm playing a video game.
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Post by surnshurn on Oct 22, 2017 22:58:06 GMT -5
(Edit: Seeing this image again, the doorknob at that condition wouldn't work in either side anyway, so this actually might not be a blatant absurdity as it seems.) i have trouble believing that door provides any kind of resistance to forced entry.
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Post by eatersthemanfool on Oct 22, 2017 23:13:42 GMT -5
Resident Evil style puzzles kind of annoy me. It depends on context. Like, it didn't bother me much in the mansion itself, but by Resident Evil 2 having to find three seals and play a tune on the piano to open a supply closet at the police station was a bit of an immersion breaker.
The worst game to do this was an old FMV game I had.. Shivers 2. Bothered the crap out of me that these people locked their doors with puzzles.
Like, literally to open the door to someone's house you had to do a sliding block puzzle.
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Post by dsparil on Oct 23, 2017 5:53:22 GMT -5
I don't get bothered by too many things, but invisible walls really get to me. The DDS example is silly, but it's better than literally nothing. — SMT: Digital Devil Saga 1: Your characters are trained soldiers capable of turning into powerful demons. Yet there's a point in the game where you have to take a lengthy detour to get some treasure, because your way is blocked by... a small garden table and a couple of chairs. It's not part of the simulation 🙃
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Post by GamerL on Oct 23, 2017 8:04:18 GMT -5
For me it's achievement, trophy, or online notifications of any sort. Achievement and trophies just served to remind me yes, I'm playing a video game. I've always kept those disabled because of that. I do not play games online often, but seeing messages like "Your buddy X just logged on." do nothing but remind me that yes, I'm playing a video game. The Xbox 360 achievement "bloop" sound is really satisfying and when I was playing 360 games over the summer it was real nostalgic to hear it again, however you are right that it is immersion breaking, it's fine for a game like Gears of War, but I couldn't imagine playing something like Silent Hill 2 and hearing a "bloop" sound during crucial moments. The way Steam does it is best, no sound and just a tiny little window popping up in the corner of the screen, it gives you the satisfaction of knowing you unlocked an achievement while keeping the immersion breaking to a minimum. However I wish it wasn't tied to friend notifications, you can't disable those without disabling achievement notifications on Steam, that is distracting especially because I haven't played with anyone on my friends list in years, I barely remember who they are. I have no real reason to care about achievements, I'm not worried about my gamerscore or anything, but I still feel a sense of satisfaction when unlocking them, though I almost never go out of my way to get one. Resident Evil style puzzles kind of annoy me. It depends on context. Like, it didn't bother me much in the mansion itself, but by Resident Evil 2 having to find three seals and play a tune on the piano to open a supply closet at the police station was a bit of an immersion breaker. The worst game to do this was an old FMV game I had.. Shivers 2. Bothered the crap out of me that these people locked their doors with puzzles. Like, literally to open the door to someone's house you had to do a sliding block puzzle. RE7 has a funny explanation that there is evidently a company devoted to installing those puzzle locks, unfortunately it doesn't really make any sense why the Bakers would have them in their home other than evidently that sort of thing is just a fad in the RE universe.
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Post by magic89 on Oct 23, 2017 12:51:12 GMT -5
That games where police/guards threat you as only criminal while other bad guys remains untouched by law.
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Post by alphex on Oct 23, 2017 13:48:02 GMT -5
The way Steam does it is best, no sound and just a tiny little window popping up in the corner of the screen, it gives you the satisfaction of knowing you unlocked an achievement while keeping the immersion breaking to a minimum. Disagree 100% that this is "the best". It's still an immersion killer, and it kinda makes it obvious that certain events happen "on rails". I wanna feel like I'm part of a seamless world (sometimes - not for all games, obviously), not like every event is just a cynical stepping stone. As far as immersion goes, "the best" is no popup or notification at all.
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